This is very cool, Jules.What have you build this game in?
The ability to do that kind of picking up is really cool, it's a shame to not have that RA2. The way you're constructing the mechaninc sounds good too. And I see you can take components off in this, a big thumbs up from me there.Can't really pick out anything from that piece of footage that I'd particularly say needs changing, assuming that there was a reason for most of the bots not moving - other than the lack of a Mako-style bot so far :P
I could release a demo now, but I'd rather wait a week or so to get some more systems in.In the meantime, I'd like to ask you guys a few questions so I can get some opinions on some stuff.What do you guys want in a damage / scoring system? Do you guys want points to accumulate based off of weapon stats and collision speeds? Or keep the damage behind the scenes and simply score off of number of weapon strikes, orrrr... What? I'm open to ideas.Should I focus on having components fail realistically, or go the same route as RA2 and have the bots auto-lose after the chassis has taken a certain amount of damage?What kind of stage hazards do you guys want to see in the demo level? (This question is obviously less important but I should he able to implement whatever)
Looks cool. Any thoughts on making it open source on github (or similar)? I'm sure quite a few people would be interested in issuing contributions.
I imagine it to be hard to always have an eye in the corner to check if you get counted out or not